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The_Lunch_King
06-05-2005, 04:45 PM
does anyone hav any good tips on how to make the WoP less predicatble
-specific examples would be good thx

dark_dragon8
06-05-2005, 06:19 PM
First, it is pretty obvious if one is going for it because they would most likely not hit the first hit. WoP isn't a thing to ALWAYS be used by Jigglypuff. My style of Jigglypuff (which isn't too bad) is that you hit them once at lower %'s, they land and you do some ground attacks when you land near them. I only WoP in some situations, but when facing Marths and Sheiks, I would get schooled right away if I WoP, so I have to adapt to a ground game. Grabs into rest combos (rarely), tilts, or dash attack. I would treat Jiggs almost like any other character, keep a good distance to keep away from attacks, dash dance into a short hopped attack then land and try to ground attack. Hope it helped somewhat, Jigglypuff is a pretty hard character to use!

The_Lunch_King
06-05-2005, 06:39 PM
thx dark dragon
(all my friends say is that jiggs is a simple character who should just nonstop WoP)
but what kind of ground attacks should i use after i knock them onto the ground?

FamousAmos
06-05-2005, 08:16 PM
IMO keep your smashes to a minimum, except for the forward but make sure you hit with it. I use ftilt a lot when I'm on the ground, but most of my ground game consists of grabbing them and getting a forward smash in whenever possible. If you're forced to stay on the ground for whatever reason, try to get in some cc rests.

dark_dragon8
06-05-2005, 10:26 PM
Originally posted by FamousAmos
IMO keep your smashes to a minimum, except for the forward but make sure you hit with it. I use ftilt a lot when I'm on the ground, but most of my ground game consists of grabbing them and getting a forward smash in whenever possible. If you're forced to stay on the ground for whatever reason, try to get in some cc rests. <<Very true!

The ground game is hard for Jigglypuff, but is something that you have to do, you cannot spend all your time up in the air now can you? The grabbing game by Jigglypuff is extrememly good, try f-tilts (like FamousAmos said). Down smash is pretty good too, DASH ATTACK is very strong too.

The_Lunch_King
06-06-2005, 06:18 PM
thx but but how do you know when to stop WoPing and to start ground-fighting?

Zanguzen
06-06-2005, 06:46 PM
spam the WoP- how to not make it predictable? use mind games- ex. first u wop up to them and hit their shield jump away and bair again- repeat like 2 times- then next time after 1st bair just float around and when u think they let down their shield bair them- yes it works- or if they always shield just skip the bair and jump next to them for grab or something- tilts/grabs/fsmashes/everything else is uncommon- so how about u stop spamming fsmash?

The_Lunch_King
06-06-2005, 06:48 PM
how about i dont spam the fsmash

dark_dragon8
06-06-2005, 09:47 PM
I say if you do not spam the f-smash. Either use the f-tilt more, or try to get a good mind game going on. Ground Jigglypuff isn't to always be used, maybe for a little bit for a match. Jigglypuff's air game is it's bread and butter for most players, and you have to find a good way to keep on the ground when needed and air attack when needed. Mind games (dash dance) into a short hop ABA can do wonders. Most likely they won't sheild grab, and if they do, try to DI away as soon as you hit with the ABA. But if you truly want to play more of a ground game, keep the distance safe.

FamousAmos
06-07-2005, 02:43 AM
Yea I forgot to mention the dash attack, its pretty good. The reason I don't use the down-smash so much is because if you miss (and with its short range its quite possible), jiggly has that little twirly thing at the end that I always get punished for. If you don't want to risk cc rest, cc dsmash is a good move to use instead since jiggly splits to hit both sides and the move will send far away in a horizontal angle. Which means if it hits them off the side they won't be high in the air to easily recover.

Tac
06-07-2005, 02:53 AM
Originally posted by The_Lunch_King
thx but but how do you know when to stop WoPing and to start ground-fighting?

Jigglypuff will tell you herself when its time to change up. She'll go "JIIIIIGGGGGGGGGLLLY!!!!" a few times in a row.

What I want to know is what is the best way to play Puff when the terrain doesn't support WoP? I played at Pokefloats and Rainbow Ride earlier today with my friends and I kept getting into tight spots where I couldn't really run away after one of my opponents blocked an air attack. They could always follow up with a throw or smash and there wasn't enough space to dodge it.

KishPrime
06-07-2005, 01:37 PM
Actually, the best way to vary up the WoP is to wait for an opportunity to land behind the person after a bair hits their sheild. You are now in total control. The opponent is facing away from you and you and behind them. You can grab, you can follow the roll, whatever. It's even better if you sneak in an extra fair on the way down and you can sometimes bounce them up into a grab by nicking their feet outside the shield.

FamousAmos
06-07-2005, 02:31 PM
Originally posted by Tac
What I want to know is what is the best way to play Puff when the terrain doesn't support WoP? I played at Pokefloats and Rainbow Ride earlier today with my friends and I kept getting into tight spots where I couldn't really run away after one of my opponents blocked an air attack. They could always follow up with a throw or smash and there wasn't enough space to dodge it.

I actually like those levels as the puff since other characters have to worry about the moving level, but since you just generally fly its not a problem. Hitting them with bair is still an option you just can't jump up and down in the same area daring them to approach you. I find myself using uair much more in those two levels since your enemy is more likely to be above you now. On rainbow cruise especially don't worry about platforms dissapearing below you, and try to use them to your advantage by distracting them to stay on a platform thats about to dissapear and now all of a sudden its an aerial fight.

One last thing on those two levels as well as mute city and such, be sure to use your dodge as a last jump if you see you're not going to make it.

CrimsonSkunk
06-11-2005, 11:11 PM
Meh, the trick with WoPing is staying out of their range but sitll in your range. Its all about spacing. And obviously just dont do the same thing over and over. Stager the air moves differently each time so you keep them guessing on when you will hit.

SonicZeroX
06-12-2005, 09:56 PM
I occasionally air dodge downwards/ Trianglejump when I'm in Bair/ Fair range. It's good as a mindgame and if you see them whiff a high lag attack, say Marth's forward smash, you can get in a forward smash, grab or even a sleep if you're lucky.
Also, sometimes I weave in and out of thier range with WoP and sometimes I DI behind them. Sometimes I even pound instead of Fair or Bair but rarely because of the startup time. I only pound if I'm pretty sure that they are at the right percentage for me to follow up with juggling them with Bairs/Fairs.

gigabowser123
06-30-2005, 12:39 PM
you could also rest when they least expect it